Specifies the number of color components in the texture. Must be one of base internal formats given in Table 1, one of the sized internal formats given in Table 2, or one of the compressed internal formats given in Table 3, below.

width

Specifies the width of the texture image. All implementations support texture images that are at least 1024 texels wide. The height of the 1D texture image is 1.

border

This value must be 0.

format

Specifies the format of the pixel data. For transfers of depth, stencil, or depth/stencil data, you must use GL_DEPTH_COMPONENT, GL_STENCIL_INDEX, or GL_DEPTH_STENCIL, where appropriate. For transfers of normalized integer or floating-point color image data, you must use one of the following: GL_RED, GL_GREEN, GL_BLUE, GL_RG, GL_RGB, GL_BGR, GL_RGBA, and GL_BGRA. For transfers of non-normalized integer data, you must use one of the following: GL_RED_INTEGER, GL_GREEN_INTEGER, GL_BLUE_INTEGER, GL_RG_INTEGER, GL_RGB_INTEGER, GL_BGR_INTEGER, GL_RGBA_INTEGER, and GL_BGRA_INTEGER. Even if no actual pixel transfer is made (data​ is NULL and no buffer is bound to GL_PIXEL_UNPACK_BUFFER), you must set this parameter correctly for the internal format of the destination image.

Specifies a pointer to the image data in memory, or if a buffer is bound to GL_PIXEL_UNPACK_BUFFER, this provides an integer offset into the bound buffer object. If a buffer is not bound to GL_PIXEL_UNPACK_BUFFER, this parameter may not be NULL.

Description

Texturing maps a portion of a specified texture image onto each graphical primitive for which texturing is enabled. To enable and disable one-dimensional texturing, call glEnable​ and glDisable​ with argument GL_TEXTURE_1D.

Texture images are defined with glTexImage1D. The arguments describe the parameters of the texture image, such as width, width of the border, level-of-detail number (see glTexParameter​), and the internal resolution and format used to store the image. The last three arguments describe how the image is represented in memory.

If target​ is GL_PROXY_TEXTURE_1D, no data is read from data​, but all of the texture image state is recalculated, checked for consistency, and checked against the implementation's capabilities. If the implementation cannot handle a texture of the requested texture size, it sets all of the image state to 0, but does not generate an error (see glGetError​). To query for an entire mipmap array, use an image array level greater than or equal to 1.

If target​ is GL_TEXTURE_1D, data is read from data​ as a sequence of signed or unsigned bytes, shorts, or longs, or single-precision floating-point values, depending on type​. These values are grouped into sets of one, two, three, or four values, depending on format​, to form elements. Each data byte is treated as eight 1-bit elements, with bit ordering determined by GL_UNPACK_LSB_FIRST (see glPixelStore​).

If a non-zero named buffer object is bound to the GL_PIXEL_UNPACK_BUFFER target (see glBindBuffer​) while a texture image is specified, data​ is treated as a byte offset into the buffer object's data store.

The first element corresponds to the left end of the texture array. Subsequent elements progress left-to-right through the remaining texels in the texture array. The final element corresponds to the right end of the texture array.

format​ determines the composition of each element in data​. It can assume one of these symbolic values:

GL_RED

Each element is a single red component. The GL converts it to floating point and assembles it into an RGBA element by attaching 0 for green and blue, and 1 for alpha. Each component is clamped to the range [0,1].

GL_RG

Each element is a red/green pair. The GL converts it to floating point and assembles it into an RGBA element by attaching 0 for blue, and 1 for alpha. Each component is then multiplied by the signed scale factor GL_c_SCALE, added to the signed bias GL_c_BIAS, and clamped to the range [0,1].

GL_RGB or GL_BGR

Each element is an RGB triple. The GL converts it to floating point and assembles it into an RGBA element by attaching 1 for alpha. Each component is clamped to the range [0,1].

GL_RGBA or GL_BGRA

Each element contains all four components. Each component clamped to the range [0,1].

GL_DEPTH_COMPONENT

Each element is a single depth value. The GL converts it to floating point and clamps to the range [0,1].

If an application wants to store the texture at a certain resolution or in a certain format, it can request the resolution and format with internalFormat​. The GL will choose an internal representation that closely approximates that requested by internalFormat​, but it may not match exactly. (The representations specified by GL_RED, GL_RG, GL_RGB and GL_RGBA must match exactly.)

If the internalFormat​ parameter is one of the generic compressed formats, GL_COMPRESSED_RED, GL_COMPRESSED_RG, GL_COMPRESSED_RGB, or GL_COMPRESSED_RGBA, the GL will replace the internal format with the symbolic constant for a specific internal format and compress the texture before storage. If no corresponding internal format is available, or the GL can not compress that image for any reason, the internal format is instead replaced with a corresponding base internal format.

If the internalFormat​ parameter is GL_SRGB, GL_SRGB8, GL_SRGB_ALPHAor GL_SRGB8_ALPHA8, the texture is treated as if the red, green, or blue components are encoded in the sRGB color space. Any alpha component is left unchanged. The conversion from the sRGB encoded component cs to a linear component cl is:

Assume cs is the sRGB component in the range [0,1].

Use the GL_PROXY_TEXTURE_1D target to try out a resolution and format. The implementation will update and recompute its best match for the requested storage resolution and format. To then query this state, call glGetTexLevelParameter​. If the texture cannot be accommodated, texture state is set to 0.

A one-component texture image uses only the red component of the RGBA color from data​. A two-component image uses the R and A values. A three-component image uses the R, G, and B values. A four-component image uses all of the RGBA components.

Image-based shadowing can be enabled by comparing texture r coordinates to depth texture values to generate a boolean result. See glTexParameter​ for details on texture comparison.

Notes

data​ may be a null pointer. In this case texture memory is allocated to accommodate a texture of width width​. You can then download subtextures to initialize the texture memory. The image is undefined if the program tries to apply an uninitialized portion of the texture image to a primitive.

glTexImage1D specifies the one-dimensional texture for the current texture unit, specified with glActiveTexture​.

GL_STENCIL_INDEX may be used for format​ only if the GL version is 4.4 or higher.

Errors

GL_INVALID_ENUM is generated if target​ is not GL_TEXTURE_1D or GL_PROXY_TEXTURE_1D.

GL_INVALID_ENUM is generated if format​ is not an accepted format constant. Format constants other than GL_STENCIL_INDEX are accepted.

GL_INVALID_ENUM is generated if type​ is not a type constant.

GL_INVALID_VALUE is generated if level​ is less than 0.

GL_INVALID_VALUE may be generated if level​ is greater than log2(max), where max is the returned value of GL_MAX_TEXTURE_SIZE.

GL_INVALID_VALUE is generated if internalFormat​ is not one of the accepted resolution and format symbolic constants.

GL_INVALID_VALUE is generated if width​ is less than 0 or greater than GL_MAX_TEXTURE_SIZE.

GL_INVALID_VALUE is generated if border​ is not 0.

GL_INVALID_OPERATION is generated if type​ is one of GL_UNSIGNED_BYTE_3_3_2, GL_UNSIGNED_BYTE_2_3_3_REV, GL_UNSIGNED_SHORT_5_6_5, or GL_UNSIGNED_SHORT_5_6_5_REV and format​ is not GL_RGB.

GL_INVALID_OPERATION is generated if type​ is one of GL_UNSIGNED_SHORT_4_4_4_4, GL_UNSIGNED_SHORT_4_4_4_4_REV, GL_UNSIGNED_SHORT_5_5_5_1, GL_UNSIGNED_SHORT_1_5_5_5_REV, GL_UNSIGNED_INT_8_8_8_8, GL_UNSIGNED_INT_8_8_8_8_REV, GL_UNSIGNED_INT_10_10_10_2, or GL_UNSIGNED_INT_2_10_10_10_REV and format​ is neither GL_RGBA nor GL_BGRA.

GL_INVALID_OPERATION is generated if format​ is GL_DEPTH_COMPONENT and internalFormat​ is not GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT24, or GL_DEPTH_COMPONENT32.

GL_INVALID_OPERATION is generated if internalFormat​ is GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT24, or GL_DEPTH_COMPONENT32, and format​ is not GL_DEPTH_COMPONENT.

GL_INVALID_OPERATION is generated if a non-zero buffer object name is bound to the GL_PIXEL_UNPACK_BUFFER target and the buffer object's data store is currently mapped.

GL_INVALID_OPERATION is generated if a non-zero buffer object name is bound to the GL_PIXEL_UNPACK_BUFFER target and the data would be unpacked from the buffer object such that the memory reads required would exceed the data store size.

GL_INVALID_OPERATION is generated if a non-zero buffer object name is bound to the GL_PIXEL_UNPACK_BUFFER target and data​ is not evenly divisible into the number of bytes needed to store in memory a datum indicated by type​.